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funplay

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Reduce time grinding by easier common cards https://elementscommunity.org/forum/index.php?topic=17284.msg220112#msg220112
« on: December 09, 2010, 10:12:32 am »
Hi,

i just discovered elements yesterday and as former magic player im thrilled to find such a GREAT game! Just love it...

But there is one thing id like to see improved...the grinding.

I would love to play around with some deck ideas, but putting together a new kind of deck costs around 1000+ electrum. So instead of having fun with different decks, trying this and that, looking for some new challenges...i only do one thing: AI3 farming...again and again...and after 100 farming runs its becoming a pain and especially BORING!

I understand that getting your cards shouldnt be TOO easy as there has to be some challenge.

I would really love to see a method for new players to acquire common cards more easily.

I took a short look into the forums but i didnt see any suggestions about sth like this. So will share my ideas:

Offer (more or less) random packs for a reduced price, like most TCG do anyway. Like:
10 totally random commons for 150
10 random commons of one element for 250

The prices are just an example, maybe they have to be higher...but this way new players could get a good start for building up their card stack without HOURS of grinding...imo grinding should not be the main occupation after 1 day of playing!

If cheap, random packs are included, it might be necessary to raise prices to buy single cards and too lower prices for sale to prevent players from actually making money from buying packs.

If you think that random packs make highly used cards for god farming (like sundials or dimensional shields) too easy to get, you might want to the category uncommon...simply to exclude some cards from beeing purchased at a discount price.

Pillars should be free (exept Quantum) I know, they are not expensive already...but still i have to do another 4-5 farming runs to even afford the simple backbone of a none rainbow deck...WHY?

Furthermore, Mono element pillars should be excluded from spins....its rare enough that you get a card and i want to get nice rewards, not a card i could have bought for even lowly 6 electrum...

Lower or remove the electrum penalty for AIs
This is meant to be fun, right? Right now, after one test, i wont even do my own trials against half-bloods or false good until i have farmed enough electrum recommended deck...without it, i have a high probability to loose and that means: MORE GRINDING! no way! wont do anything that will need me to do even more boring, senseless AI fights...why do you have to loose electrum at all? It simply discourages testing your own ideas and trying to be succesfull.

If you want to add additonal thrill, offer a betting system. Ask the player if he wants to make a bet (somehow limited) for AI5+...and if your into gaining money for your upgrades and are confident about winning, you can CHOOSE to risk some electrum. You even might add a card betting system...if you put a card at risk (maybe random, maybe the best card in deck?), you get one additional spin or maybe are allowed to respin one single bar?

Well, enough for the moment...got to go back GRINDING :(

Offline Dragoon

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Re: Reduce time grinding by easier common cards https://elementscommunity.org/forum/index.php?topic=17284.msg220139#msg220139
« Reply #1 on: December 09, 2010, 11:55:07 am »
Glad you found this awesome game.  And welcome to the forum.

Yeah, the grind can be much.  Because of it, some people spend more of their time in the trainer versus their own account.

http://elementsthegame.com/trainer

The trainer has access to all the cards and all the levels.  When I first started playing, I liked to use the trainer to check the feasibility of decks before I went out and wasted my hard earned electrum.  As for the packs, I think that could work.  Just depends on if zanz could code that without too much work.

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Re: Reduce time grinding by easier common cards https://elementscommunity.org/forum/index.php?topic=17284.msg220150#msg220150
« Reply #2 on: December 09, 2010, 12:21:56 pm »
This is probably one of the major problem this game has IMO, too many people get bored grinding and grinding for ages...
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rohlfo

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Re: Reduce time grinding by easier common cards https://elementscommunity.org/forum/index.php?topic=17284.msg220192#msg220192
« Reply #3 on: December 09, 2010, 01:49:59 pm »
some good ideas there, I agree, grinding is so tedious...

Offline teffy

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Re: Reduce time grinding by easier common cards https://elementscommunity.org/forum/index.php?topic=17284.msg220199#msg220199
« Reply #4 on: December 09, 2010, 02:01:44 pm »
Quote
Mono element pillars should be excluded from spins
It was like this in the beginning of the game, but zanz added the pillars to the spins, but they only come, when the deck has "many pillars and too little of the rest". The reason is the following:

deck: 24 pillars, 6 rares = ultimate farming deck for Top 50. Also see the link of my sig for this
(Slot Wheel Mystery (http://elementscommunity.org/forum/index.php/topic,590.0.html))

That´s also the reason why Relics were introduced.

Edit: Top 50 will probably be changed.
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rohlfo

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Re: Reduce time grinding by easier common cards https://elementscommunity.org/forum/index.php?topic=17284.msg220206#msg220206
« Reply #5 on: December 09, 2010, 02:10:55 pm »
just been thinking:
perhaps there's a way to change the price of things relevant to rating/how many (upgraded) cards one has? As in, make it easier for beginners to get started, but then also harder for those who already have a fully upped deck.
I'm guessing this would too difficult to actually implement, so just a thought really...

funplay

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Re: Reduce time grinding by easier common cards https://elementscommunity.org/forum/index.php?topic=17284.msg221394#msg221394
« Reply #6 on: December 10, 2010, 11:58:43 pm »
Glad you found this awesome game.  And welcome to the forum.

Yeah, the grind can be much.  Because of it, some people spend more of their time in the trainer versus their own account.

http://elementsthegame.com/trainer

The trainer has access to all the cards and all the levels.  When I first started playing, I liked to use the trainer to check the feasibility of decks before I went out and wasted my hard earned electrum.  As for the packs, I think that could work.  Just depends on if zanz could code that without too much work.
Ty, when i first tried the trainer, i didnt take a closer look and assume it just was a guest account^^ but your post made me investigate and now i know how to use it...good thing!

now i have the chance to test everything that like but still: for me its not as much fun using the trainer as it is quite rare that i beat a FG...if i do win, id like to have the spoils :D

But i assume thats just a little bit too greedy^^

Anyway, i managed to put together sacredgirls (almost) unupgraded anti-FG and after some further Top50/half-blood farming and after the first upgrade cards to sell paying 30 electrum for a loss doesnt hurt THAT much as it hurt before...so im fine. Still, i think there needs something to be done with late beginner/early midgame content (just before you start farming FGs for upgrades)...

smuglapse

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Re: Reduce time grinding by easier common cards https://elementscommunity.org/forum/index.php?topic=17284.msg221547#msg221547
« Reply #7 on: December 11, 2010, 02:14:14 am »

funplay

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Re: Reduce time grinding by easier common cards https://elementscommunity.org/forum/index.php?topic=17284.msg227513#msg227513
« Reply #8 on: December 18, 2010, 07:07:33 pm »
After a few days more of farming/grinding, id like to add some further wishes/suggestions concerning Spins/Farming:

I dont want to whine, but i feel there is a huge gap in "mid-game"...at least for me.



After some T50, AI5 and FG-Farming, i have sufficient electrum to put together any unupgraded common card deck i might want to build...well, i have to Farm for that about an hour or maybe 2, but thats fine with me...BUT:

- It really hurts me, if you manage to beat e.g. T50 non farm decks and all you get is a common card sometimes...if there werent farms, giving me at least a chance to some of the rares i am looking for. Though its "only" vs. AI, a properly built T50 is a challenge...at least for me.

If the farms in T50 will be changed, i dont have a clue, how you should get unupgraded rares, well rares at all...

One example: I finally beat that annoying purple nymph/shard of readiness deck...no card. Do it again...no card. Loose some. Win again...oh great: an antimatter...cool, THAT was worth it. But i am after shards of readiness...well, i probably have to beat that again....well, 100 times??? Yeah, THATS what i want to do in this game...play the same decks AGAIN, and AGAIN and AGAIN...The first 20 matches maybe still fun, but after that... i think you get it.

Another one: Oracle warned me today "Divine Glory"...well, lets take a look in the forums...oh, great, need more druidic staffs....hmm, but where to get them? Sure, go to the chat, ask someone to setup a farm deck and hope you will come along that deck in T50....i dont really like that solution.
In conclusion:
FGs are fine with me. Quite hard without proper playstyle and more or less unupgraded deck, but they are worth the effort, as they are a (more or less) reliable source for electrum/upgraded cards.

AI5...ok, if i need some electrum fast...EM, there you are. Easy. But cards from half-bloods - forget about that...as everybody knows and was already mentioned enough. If AI5 is changed, please increase rewards (cards)

Top50...fun for while, cause non farm decks can be quite challenging. But also not rewarding enough.

Could somebody please explain to me, why the chance of getting cards has to be THAT small? 
Last: Why is there so much randomness in opponents? I wouldnt mind, if i look for a certain card, to take some risks and challenges to target a certain opponent...but I cant, its all completely based on luck.

 

blarg: